Sorcerer
Base Class: Sorcerer

You live for the fight. Your innate magic comes from your immense desire for battle and command. Sorcerers of this kind usually arise from warrior cultures or have warrior ancestors. They have unique abilities when they bring their magic to battle. They wield the chaos of magic as a weapon alongside more physical arms.

Warrior Soul

Your skill in battle is directly translated to your spell casting ability. You gain the cantrip true strike. Additionally, you can choose two of the following spells to add to your spell list: command, compelled duel, searing smite, thunderous smite, or wrathful smite. They are considered sorcerer spells for you and do not count against your spells known

Warrior Mind

At 1st level, you gain the ability to maintain your skill in battle. When you kill a creature with a spell of first level or higher, the next spell attack you cast has advantage.

Additionally, you have increased ability in nonmagical combat. You gain proficiency with light and medium armor, shields, and with both simple and martial weapons.

Spell Charge

Starting at 6th level, when you cast a spell of at least first level that deals damage, you can choose to be charged by the spell. While charged by the spell, you gain resistance to the damage type associated with that spell. Additionally, if you succeed on a weapon attack roll while charged, you can expend the charge to deal an additional 1d12 of the damage type you are charged by. Being charged by a spell lasts for 1 minute or until you expend it. You can use this feature a number of times equal to your charisma modifier (Minumum of 1). These charges refresh on a long rest.

Perfect Warrior

At 14th level, you can enter a battle trance for 1 minute. While in this trance, when you take the attack action, you can make two attacks instead of only one. While in this trance, however, you cannot cast spells. You can also use your charisma modifier for attack and damage rolls instead of strength or dexterity. While in the trance, once per turn you can expend 4 sorcery points to be charged with a damage type of your choice. The trance is only ended early if you are incapacitated.

Overbearing Spellcasting

Beginning at 18th level, you can channel the strength of your spells. When using a spell that requires a saving throw and has multiple targets, you can give a penalty to the save equal to the number of targets of the spell (Maximum of 6). You can use this feature once per long rest.

Previous Versions

Name Date Modified Views Adds Version Actions
3/4/2020 9:44:15 PM
13
1
A
Coming Soon
3/4/2020 9:46:55 PM
14
1
--
Coming Soon

Comments

Posts Quoted:
Reply
Clear All Quotes